Game for simulating american football with poker hands

ABSTRACT

A game for simulating the play of American football with poker hands. The game includes a game playing board that is divided into two sides, each side having a plurality of parallel bands with each band itself having a plurality of demarcated spaces, and a single, undivided intermediate band located between the two sides, with the spaces on the game playing board representing yard positions on a playing field, and with two end zones located at opposite ends of the playing field, with each end zone being represented by a band having a plurality of demarcated spaces, and a goal area adjacent to each end zone. Chips are used to represent players and points on the playing field, and a first down marker is also provided. The first team to capture all of the other team&#39;s chips wins. The game can be a physical game or computer game.

CROSS-REFERENCE TO RELATED APPLICATION(S)

This application claims the benefit of U.S. Provisional Patent Application No. 61/430,867, filed on Jan. 7, 2011.

BRIEF SUMMARY OF THE INVENTION

The invention relates to a game which is intended primarily to simulate the play of American football, with poker hands. While the invention is presented in an embodiment in the form of a physical board game, with a physical playing board, physical playing cards and chips, and optionally figurines to represent football players, it can also be made in digital format for play on gaming consoles, on computers, via computer networks such as the internet, on portable handheld game playing devices, and on cellular and smart phones, to name a few. For purposes of the description herein, the game will primarily be described with the embodiment of a physical game with a physical board and physical game pieces.

Before describing the game in detail, certain salient features and the general purpose of the game, which is primarily one of wagering, will be described. Much of the interest of this/her game lies in making decisive bets to move chips, to attack, or avoid the opponent. While a specific embodiment of the invention involving offense and defense of a one-hundred yard football field, it is to be understood that a broader aspect of the invention is not limited to the representation or simulation (among other features) of American football, with or without a clock. Players have the opportunity to bet, rush, pass, or punt within the scope thereof, and other privileges of the defender would in such cases be provided for in such other rules in my invention. The game uses what can be a standard 52 card deck of poker or playing cards, including jokers. Preferably, there are one hundred spaces for a player to move his/her chips on the game board, plus one intermediate band representing the 50 yard line in the middle of the playing field. Namely, there are 80 spaces plus the intermediate band representing the football field, with a ten spaces for each end-zone on each end. There is a graphic image of a goal post, with goal posts preferably being spaced wide enough apart so that three playing cards can be stacked next to each other lengthwise in each end-zone. Although this arrangement is ideal, it is also possible to have a lesser number of spaces arranged 10 spaces per parallel band.

The game can be played by two player who represent the two “teams” of American football. Likewise, it is possible to have more than one player on each team so long as the players on each team can decide which moves to take. For example, the game can even be played with one player on one team and two players on the other team, or any other desired numbers. In fact, multiple players on each team may add to the excitement of the game since the players on a team can “huddle” and decide what plays to make. However, for purpose of simplicity in describing the game, the game will be described as being played by two players, even though it can be more than two players.

The board can be physical board upon which the players will move the chips or playing pieces and lay down physical cards, such as shown in FIG. 1. The game can also be set up as a computer game with representations of a board, player pieces and cards, which such computer being playable on computers, video game devices, smart phones and other electronic devices. In such case, the “game board” will be represented on a display, rather than being a physical board, and the cards and game pieces or chips will likewise be representations, rather than physical pieces, However, for purpose of describing the invention, it will mostly be described with reference to a physical game board, chips or playing pieces, and playing cards.

The game board is a generally checkerboard style with 100 spaces in 10 bands of 10 spaces each, separated down the middle by a 50 yard zone. Representations of goal posts are presented in the end zones on the board and are preferably spaced wide enough apart to leave a space for receiving three cards laid out next to each other. There is also an area at each end zone to stack chips. Each player has 25 chips or playing pieces. The two sets of 25 chips have a different appearance, such as a different color, e.g., red and black to distinguish the chips of the two players or teams. The player to win the other's chips wins. A touchdown is six chips. An extra point is one chip. A two point conversion is two chips. A safety is two chips. A field goal is three chips.

Each player is dealt three cards faced down in their goals. Additionally each player holds five dealt cards in their “hand”. Who goes first is determined by a coin flip.

Game is started with offense placing two chips on the 20 yard square. These two chips represent the quarterback and receiver. The first down marker is placed on the 30 yard square.

The Defense will place one chip in the 50 yard zone, and five more chips randomly (or preferably strategically) on spaces vertically or diagonally in the line of the offense to prevent the offensive team from passing further. A total of six chips thus defends the goal post of the defense from scoring. These 6 chips can be won by the offense if he/she scores.

The game begins when offense places the top chip of his/her two chips on a space as far as he/she can go unchallenged, vertically or diagonally. He/she places the chip on an empty space, or on a space which is occupied by a defensive chip. If he/she challenges a defensive chip, he/she is betting he/she has a better hand.

If the defense does not “check”, the defense surrenders the space, and the offense keeps all the “injured” defensive chips in its stack for the rest of the possession.

If defense “checks”, the first down card is flipped in each goal. If the offense is willing to show his/her best hand (including the card in his goal), the defense will either surrender the space or challenge the “pass” with a better hand. If defense has a better hand, the pass is considered incomplete, offense pulls back his/her chip, and all exposed cards in hands are discarded. Players can “substitute” cards in their goals with their hands before discarding.

Defense can also “bet” his/her six chips, forcing the offense to either risk six or incomplete his/her pass. For blocked pass, see “fumble”. The defender's chip in the 50 yard zone is defending the whole zone.

If offense does not wish to pass, he/she can “rush” by flipping the down card and moving the two chips together the difference of the two players' cards in values, horizontally along the board. If both players flip the same card, that is a “fumble” and whoever has the better hand wins or retains possession.

After the offense reaches end zone, or wins a 6 chip bet, or defense wins a 6 chip bet. Scoring player can choose to “convert” with a point after try or two-point try.

Point after—both players take all cards in their hands and goals and shuffle them respectively. Defense places top 3 cards face down on board. Offense places 3 cards face down on board. Defense flips, showing the 2 outside cards, offense flips his/her middle card. Offense can choose to place either of his/her cards facing down on one of the defender's facing up, or he/she may choose to place his/her middle card facing up on one of the defender's facing down. If the offense's card is a higher value, he/she wins one chip.

2 Point Try—Each player puts 3 cards face down. If offense has a better 3 card hand, offense wins two chips. Defense can win two chips if defense has 3-of-a-kind.

Field Goal—By placing the “kicker card” on the board, the Offense is signifying he/she will try for a 3 point “field goal”. In the game, the “kicker card” is represented by a Jack. Usually on 4^(th) down if an offense's only option is a field goal, he/she will place his/her best hand on the other player's goal using one of the other players goal cards to make a hand. Defense can block a field goal by having a card in hand to make one better; Such as adding a card to make 4-of-a-kind to the offense's three-of-a-kind.

If a player cannot score or move past first down marker, defense takes over possession at spot of last play.

When passing, if both players flip the same card, that is like a fumble; but if offense has better hand he/she wins the spot of the intended receiver. If defense has better hand, he/she takes over at the spot of the pass.

A player can “drop back” spaces to pass for a better angle, but if he/she loses on a check, next down is from that spot.

Safety—If defense drives offense back across its own goal wins 2 points. Defense takes over at own 20 after safety. Remember to move first down marker with every successful first down.

After hand is shown after check or bet, only cards in hand that are seen by opponent are replaced. Only after new first down, are cards in rivers replaced. Players can substitute one card from goal to hand before each new first down. If a defender forgets to defend his/her own 50 yard zone, offense can pass all the way to the end zone undefended if open. After offense is past the 50 yard zone, the defense can defend the whole end zone with one chip. Once offense lifts his/her chip, defense cannot move his/her chips on the board. Even if offense passes to an empty space, down is changed, cards are flipped, and if first down, goal cards are substituted and replaced.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a plan view of a representative embodiment of a playing board representing the field of play. The numbers represent the yards of an American football field, but in a generally checkerboard format.

FIG. 2 is a representation of the chips or playing pieces, which represent both points and players on the field.

FIG. 3 is a representation of the first down marker.

FIG. 4 are front and rear views of cards from a representative deck of playing cards.

DETAILED DESCRIPTION

Turning first to FIG. 1, there is shown is a plan view of a representative embodiment of a playing board 10 representing the field of play. The numbers on sides, e.g. (10, 20, 30, 40, 50) represent the yards of an American football field, but in a generally checkerboard format. Also shown are goal areas 20 and representations of goal posts 30 are in the goal areas 20. The goal posts having lines 32A and 32B, which are preferably spaced wide enough apart so that three playing cards can be placed side-by-side in this space. As can be seen, in the bands “A”, “B”, C”, “D” marked with 10, 20, 30, and 40, there are 10 spaces per band. These bands represent the number of yards in an American football field. The middle band “M”, with the mark 50, is different, and represent yards 41 to 50 from both the offense and defense sides of the field, and is a single space, rather than 10 spaces as with the other bands. Arrow markings 60 are preferably located on the playing board to show the direction of forward motion of players on the field, and establish a preferably serpentine direction of travel of players on the field. Also, at opposite ends of the playing field are end zones “E”, which are bands of 10 spaces each.

FIG. 2 is a representation of the chips or playing pieces 70, which chips represent both points and players on the field. In one preferred embodiment of the game, there will be two sets of 25 chips for each team, with the two sets of chips having a different appearance, such as a different color, and/or having a different image 72 on the chips 70.

FIG. 3 is a representation of the first down marker 80. The appearance of the first down marker 80 should be different than that of the chips 80.

FIG. 4 are front and rear views of playing cards 90 from a representative deck of playing cards. The front 92 of the playing card 90 will show the cards value (e.g., 2, 3, 4, 5, 6, 7, 8, 9, Jack, Queen, King, Ace, and suit, or Joker), and the back of the cards 94 will be same for all cards.

The first team on offense can be decided by the chance of a coin-flip. As used herein, the term “team” can be one person or two people who actually play the game for each team. There will be an offense team and a defense team at all es, but the people or person playing the game will obviously switch being playing defense and offense during game play.

Either team can deal cards. Five cards will encompass each team's hand, and an additional three cards are dealt face down in each team's goal. Each of the teams at the commencement of the game is furnished with a certain amount of game money, say 25 points per player, represented by twenty-five chips. If desired, a dollar value $ can be associated with the point, such as $6 equal the 6 points of a touchdown. This would be six chips. Hereinafter sometimes a $ value is used and sometimes a point value are used, but they are really the same. This starting amount can be changed if desired. Offense will start as two chips stacked on his/her own twenty-yard space. Defense will spread a total of six chips in random or in strategic places on the board to help stop the offense from reaching the 50 yard line or the end zone on his/her next play. First down will start when offense either flips over the first card in his/her/her goal, or “drops back” to pass by moving his/her/her chips backward from his/her/her original space to line up his/her chips with the defense' chip to bet. If the offense flips his/her card, then the defense will flip his/her first card. The difference between the two cards will be the amount of spaces the offense moves both chips to “rush for gain or loss (for instance, the difference between 5 and 9 is four spaces. The difference between 5 and 10 is five spaces. The difference between 5 and a Queen is also 5 spaces. The difference between a 5 and any card representing a 10 is 5 spaces, but the difference between a 10 or face cards is their difference in rank. So the difference between a 10 and a King is 3 spaces. An Ace represents one rank higher than a King or eleven spaces.

If the offense chooses to pass, whether or not he/she drops back to align a bet, he/she will move the top chip of his/her/her two chips to the defense' chip he/she is choosing to attack. If the defense accepts the bet without raising the bet $6, the players will then flip the cards in their goals representing the down. After the down card is flipped, the offense can raise $2 or $5 (winning such bet would be a $3 field goal, or $6 touchdown). The defense then can bet and call, or decline and give up the space. If the offense only wins the space, his/her chips will remain on top of the defenders chip through the remainder of the possession, but the offense does not win the defender's chip until he/she scores. If either player wins a $6 bet, that is a touchdown.

After either player scores a touchdown, that player can win an extra dollar by laying a card from the deck on top of one of the three cards in his/her opponents goal. He/she can place it face up on a card that is faced down, or without looking at the card he/she can place it faced down on top of a card that is face up. If he/she has a higher ranked card than the one he/she is challenging he/she wins the extra point.

In the middle of the game board there is a 50 yard “zone”. If the offense enters or surpasses this/her zone, he/she can then ‘kick” a field goal to win $3. The offense can at any time (but customarily on 4th down) decide to kick by laying down his/her joker on the board. The offense may make 3 of a kind using one of the 3 cards in the defense' goal. The joker can be used as a wild card for each player. Other benefits and penalties of kicking will be fully set forth in the ensuing specific description of the selected embodiment of the invention to which, however, my invention is not limited excepting as hereinafter set forth in the claims.

The board as a whole is indicated in FIG. 1. A working name for the game of this invention is Jackball™, and the purpose of the jokers in the deck will be to represent kickers. The Jacks represented by the J can be a wild card when making a poker hand or as an Ace when blitzing or blocking a kick.

The offense's stack of two chips will move horizontally when “rushing” side to side upon the spaces of the game board. The two chips constitute the quarterback and his/her receiver and such use of these two tokens as a ready representation of the offense differentiates the use of six chips by the defense distributed among the spaces defending his/her goal.

It is understood that the game money represented by chips equals $25 for each player, and the winner of the game will win at the completion of winning all 25 chips. Of course, other values can be used, and different amounts of points can be selected as well.

One of the most important characteristic features of the game is that of the defender's hand, any Aces or Jacks (if wild) can be used to “show blitz” before the offense moves. According to the preferred rules of the game, the defense can throw down an Ace or a wild card and if the defender chooses to pass, the thrown card can still be used in the defender's hand to try to win the hand, and incomplete the pass. According to the preferred rules of the game, if the defense blitzes with an Ace or a wild card and the offense chooses to rush by flipping the card in his/her goal, and losing such flip, the offense then loses an additional 10 spaces. The Ace or wild card will then be discarded and defense will take a new card.

According to the preferred rules of the game, if offense decides to kick a field goal, he/she may signal such by putting his/her joker on the board, and placing his/her two chips on top of it. The defense can choose to keep the three cards in his/her goal, or take them and shuffle them with his/her hand and blindly replace them faced down. The offense will throw his/her best card on one of the defender's cards in his/her goal. If it is ranked higher he/she wins $3 field goal, if he/she doesn't, the defender takes over possession at the spot of the kick. If the defender has an Ace or Joker he/she can throw it down, face up. This/her kick-blocking challenge requires both players show the best poker hand of their eight cards. If the offense player has the better hand, he/she wins $3, if he/she doesn't then the defender takes over possession at the spot of the kick. A hand consists of the best 5 card poker hand.

According to the preferred rules of the game, the first down marker 80, an example of which is shown in FIG. 3, is placed 10 horizontal spaces from the spot (space) of the last first down, the marker is moved every time the offense wins a first down, and after change of possession.

From the foregoing description it will be realized that the invention comprehends a game board apparatus including in combination a board having marked spaces constituting a path or course extending about the said board, certain of said spaces being distinctively designated by size reflecting the 50 yard zone, and by color representing the end zones.

According to the preferred rules of the game, before each down, offense can choose to pass to an empty space on the 50 yard line or if he/she has already surpassed the 50 yard line, he/she may pass to the end zone with a 3 of a kind or better if there is a clear vertical or diagonal path to that space. Defense may challenge such a move by placing his/her chip on top of the offense's chip to call, or betting his/her own six chips to challenge the move.

According to the preferred rules of the game, before each down, offense can choose to pass by challenging his/her opponents chip directly in line vertically or diagonally with his/her own with no other chip in between. He/she may risk “dropping back” from his/her original spot to line up” a bet with the defender's chip. He/she will place his/her top chip on the defender's to indicate his/her challenge. It will be appreciated from the foregoing description, that the defender can then surrender the space, call the bet, or bet $6. Often the developments of the game are such that the situation is rapidly cleared up when one player has a series of successful bets and the player accepts and surrenders on a final bet, thus bringing the game to a conclusion.

According to the preferred rules of the game, the flipped cards in each players goal constitute a river card and can be used to make a poker hand with the best five cards in their possession. The river card (also called fifth street) is the final card dealt in a poker hand, to be followed by a final round of betting and, if necessary, a showdown. In Texas Hold'em and Omaha Hold'em, the river, is the fifth and last card to be dealt to the board, after the flop and turn.

According to the preferred rules of the game, if the offense flips a card indicating he/she is rushing and the defense flips the same value card or a wild card, that constitutes a “fumble”. The offense will have to present his/her best poker hand and if he/she is unsuccessful will lose possession at the spot (space) of the fumble.

According to the preferred rules of the game, if the cards flipped after a pass is an Ace or Jack the offense can move an additional ten spaces (unless the defense flips the same value). If the defense flips the same card as the offense when breaking up a pass (winning a hand) he/she intercepts, taking possession at the spot of the bet.

According to the preferred rules of the game, on fourth down, if the offense does not choose to bet or bluff, he/she can throw his/her hand down face up to punt away his/her possession. If the defense is holding any five card hand (full house or better), or any 3 card combination of Aces and Jacks, the defenses will block the punt and take possession at the spot of the attempt.

According to the preferred rules of the game, after a touchdown and winning $6, a two point try can be attempted by a 3 card hand of poker. Touchdown winner will indicate he/she is going to attempt two point try by putting a chip in an empty space in opponents end zone. Three fresh cards are dealt to each player face up. The best three card wins the hand. If offense wins, he/she wins $2. Defense can bet and risk his/her own $2 on the two point try by placing his/her own $2 on the offense's chip. If defense is successful he/she wins the one chip.

Rules of the Game.

The game can be played with 2 or 4 players. Each player starts with 25 chips. The first player to take all the other's chips, wins.

GAME PIECES: 2 sets of different color chips. See FIG. 2. Two of the colors represent each player's dollars. A bulls-eye chip represents the first down marker. See FIG. 3. However, any other pieces can be used.

CARDS: Standard 52 card deck. Jokers held by each player as “kickers”. FIG. 4 are views of an exemplary embodiment of cards.

GAME BOARD. Turning to FIG. 1, there is shown is a plan view of a representative embodiment of a playing board 10 representing the field of play. The numbers on sides, e.g. (10, 20, 30, 40, 50) represent the yards of an American football field, but in a generally checkerboard format. Also shown are goal areas 20 and representations of goal posts 30 are in the goal areas 20. The goal posts having lines 32A and 32B, which are preferably spaced wide enough apart so that three playing cards can be placed side-by-side in this space. As can be seen, in the bands “A”, “B”, C″, “D” marked with 10, 20, 30, and 40, there are 10 spaces per band. These bands represent the number of yards in an American football field. The middle band “M”, with the mark 50, is different, and represent years 41 to 50 from both the offense and defense sides of the field, and is a single space, rather than 10 spaces as with the other bands. Arrow markings 60 are preferably located on the playing board to show the direction of forward motion of players on the field, and establish a preferably serpentine direction of travel of players on the field. Also, at opposite ends of the playing field are end zones “E”, which are bands of 10 spaces each.

Starting the Game:

First possession may be determined by the flip of the first down marker.

Cards will be shuffled by both players and handled by the player defending his/her goal first, who will deal three cards each face-down in the goals. And each player will play with five card hands. Jacks are Wild.

Both of the offensive player's men are placed at his/her own 20 yard space, a first down marker on the 30. The defense places six chips individually on spaces on the game board. Up to three dollars, but at least one can be placed anywhere on the 50 yard line, and at least three, but up to five dollars spread anywhere on the field of play, on his/her own side of the first down marker. The offense is represented by two stacked chips, and will either choose to avoid the defender's chips when passing, or deliberately attack a chip if he/she thinks he/she has a better hand, with his/her own chip. Each player is dealt a five card hand, and three cards face down in their respective goals. To start the game each player flips one card in their goal over. This represents the first down. If the offensive players card is a higher value he/she will move his/her men forward the difference in values. For instance, if the offense flips a 10 and the defense flips a 5, offense's men move horizontally five spaces. These cards that are flipped also become a “river card” for each player respectively. At any time after cards are flipped, and before progress or negative yards are placed, offensive player can move one of his/her men vertically, or diagonally into the open field or to a defense's chip by “passing”. On second down, each player flips the second card in their goal, by the third down each player has eight cards to use to make respective hands.

On fourth down offense can choose to punt or kick, if he/she can't pass the first down marker.

Offense:

Jacks are wild. The player with “possession” has four chances to move horizontally 10 spaces to the first down. Whenever the first down marker is surpassed, both players can choose to keep unseen cards in their goal, replacing flipped with new ones. If any hand uses any goal cards for a pass play hand, those have to be discarded after the play and replaced. When the first down is surpassed, the marker will be moved 10 spaces horizontally forward from the new position of the offense's chips. Face cards are always valued as 10 unless both players flip face cards, then the ball would move forward or backward the difference in values of the face cards. (so the difference between a 8 and a 0 is the same as an 8 and a 10, 2 spaces, but the difference between a 10 and a King is 3.) An Ace is valued 11 spaces when flipped.

If the defense “Blitzes” (see Blitz below), the Ace the Defense flips will drive back the spot an additional 10 spaces if the defense also wins the flip of the goal cards, but if the Offense wins the flip, the Blitz fails, and offense advances and the Ace must be discarded. The Blitz card can cause a fumble if the Offense flips the same Ace. Ace can be still be used during that play by the defense, in his/her hand to defend a pass, but must be discarded after play.

If both players flip the same card or wild card, this is a “Fumble”.

Fumble: If both players flip the same card, the player with the best hand wins or maintains possession at the spot of the fumble.

Before flipping, the offense may choose to pass: After the offense moves chip to designate forward pass attempt, and any bet is made, cards are flipped, designating the down, and such card is then available for each player's hand respectively. If the defense flips same card or wild card and ends up having better hand, he/she “intercepts” and wins possession at the spot of the attempt.

Passing: Using poker hands the offense can move diagonally or vertically to the 50 yard line, or the end zone with a three of a kind or better.

When offense is intending to claim a space on the 50 yard line or the end zone, he/she will separate his/her two chips, and place one on the new space, keeping one at the original spot.

The defense, can “check” to see if the offensive player actually has the hand qualified to move there, by placing his/her chip on top of the offense's “receiver', but doing so he/she will have to show his/her hand also. The defensive player can also “bet” $6 if he/she thinks he/she has a better hand, by placing $6 on the same square as the offensive player's man. If the offense does not withdraw his/her move, the offense will have to place his/her own $6 there. If the Defense wins the hand, he/she has “scored” and can go for a “point after' $1. The Offensive player will start again on his/her own 20 space. If Offense has better hand it is a touchdown by default as he/she has won $6.

Whenever the Offense reaches the end zone, he/she wins $6. He/she can then go for point after $1.

Whenever the Offense wins $6 on a passing bet, that is the same as reaching the end zone, and then will go for $1 point after try.

After a player wins $3, 6, or $7, the other player will start his/her offense on his/her own 20 space.

Passing into coverage: When a defender's chip lays in any vertical or diagonal path towards or in the end zone from the previous spot, the offensive player can claim it with his/her own chip, by placing his/her own chip on top of it. He/she can also bet $3 or $6. If the defender does not wish to bet, he/she forfeits the space, without getting to view the offense's hand. If the defender accepts a $3 bet, and loses the hand, it is the same as giving up a field goal. He/he then gets possession on his/her own 20 space. If the Defense loses a $6 bet, it's the same as giving up a touchdown. The offense then gets a $1 point after try.

Important: When passing into coverage, the hand does not need to qualify (such as 3 of a kind for three spaces, etc.) Someone can play a pair or two-pair in this case. The player can even successfully bluff when passing into coverage, if he/she is not challenged.

Dropping back: Before cards are flipped on a down, offense can move backwards to line up with defensive position for a bet. If he/she does not pass, and wins the flip, he/she can only advance from the position of the drop-back.

Point after $1: After winning $6 on one possession, the board is cleared of all cards. The defense is dealt three cards facing down. The Offense is dealt 3 cards face up. The Offense chooses one of the defense's three cards to challenge. If the offense's card is of higher value, he/she wins $1.

2 point conversion: Same scenario, as point after but both players three cards are dealt faced down. Offense will signal he/she is going for $2. Best three card hand wins. Winner wins $2.

Field Goal $3: On 4th down, or at any time during a possession, if the offense is past the 50 yard line chooses to try a $3 field goal, he/she can throw his/her joker on the board to signal he/she is attempting a kick. Offense can use any cards in his/her hand to make a three of a kind or better, with any card face up in defenders goal. Joker can be used as wild card for both players. Defender cannot use same card in his/her goal as kicking player to defend the kick.

Red Zone: When the offense is within two vertical or diagonal spaces (20 yards) of the end zone, offense cannot pass to an open space (because three of a kind or better would be too far) at least three of the Defense's chips must be dispersed in the end zone to give offense an opportunity to score by a passing bet.

Punt: At anytime during possession, offense can choose to “punt', by throwing his/her hand on the table face up with the joker on top. This will give his/her opponent possession on his/her own 20.

Defense:

The Defense will strategically move his/her chips around to either avoid a bet when he/she doesn't have a good poker hand, or lure the offense into a bet when his/her hand is good. Chips can be moved around after any down. Defense will say “set” when his/her chips are placed. At least one chip must be placed on the 50 yard line, or his/her own end zone.

Blitz: If Defender is holding an Ace, he/she can show “Blitz” on any down before cards in the goals are flipped, by placing the Ace from his/her hand on the board. If the Defense wins the flip, the blitz forces the Offense back 10 extra spaces.

Safety: If you drive the Offense back over their own goal line, you win $2.

Betting: Betting is the muscle of our defense, you can even bluff when a pair is showing in your river (the goal cards) by betting $3 or $6, to make the Offense think twice about completing a pass. Aggressive betting can backfire if used too often, you may show a pattern of deception that your opponent might start to read. By betting $3 you could psychologically hold your opponent to a field goal, if you lose the bet. and he/she doesn't raise the stake to $6. If he/she does raise, you must accept, or forfeit your $3 as play resumes first down for the Offense, from the original spot of the pass.

If the offense moves a man to pass into the open field, and you place a bet, and he/she withdraws his/her move, you can then take back your chips. Down is over.

Defending a Punt: If defense is holding an Ace (or wild card), he/she can throw it on top of the offense's Joker to block the punt. If kicker has an ace (or Jack) also, punt is successful, and receiving player starts at his/her 20. If punt is blocked, defense takes over at spot of punt.

Receiving a Punt: If receiving player has a three of a kind or better in his/her hand (not in his/her goal), he/she can advance his/her position the same values as a forward pass.

Ending the Game: As the game ends, the losing Defense may have less than $6 left to place on the board. If the Defense has a good hand he/she can defend with whatever he/she has left, and the Offense can only bet enough to win the game.

Although preferred embodiments of the present invention have been described, it should not be construed to limit the scope of the invention. In addition, those skilled in the art will understand that various modifications may be made to the described embodiments. Moreover, to those skilled in the various arts, the invention itself herein will suggest solutions to other tasks and adaptations for other applications. It is therefore desired that the present embodiments be considered in all respects as illustrated and not restrictive. 

1. A game for simulating the play of American football with poker hands and adapted to be used in conjunction with a deck of 52 playing cards, including jokers, comprising: a game playing board that is divided into two sides, each side having a plurality of parallel bands with each band itself having a plurality of demarcated spaces, and a single, undivided intermediate band located between the two sides, with the spaces on the game playing board representing yard positions on a playing field, and with two end zones located at opposite ends of the playing field, with each end zone being represented by a band having a plurality of demarcated spaces, and a goal area adjacent to each end zone, a plurality of playing pieces to represent players and points on the playing field; and a first down marker.
 2. The game for simulating the play of American football with poker hands of claim 1, wherein the game playing board further comprises representations of goal posts at each goal area in the two end zones.
 3. The game for simulating the play of American football with poker hands of claim 1, wherein each side of the playing board has four bands each of 10 spaces each, with the single, undivided intermediate band located between the two sides representing a 50 yard zone in American football, and with each of the two bands representing the end zones having 10 spaces each, and further comprising goal areas next to each end zone.
 4. The game for simulating the play of American football with poker hands of claim 3, wherein the intermediate band represents yards 41 to 50 from both an offense and defense side of the playing field.
 5. The game for simulating the play of American football with poker hands of claim 1, wherein the spaces are laid out to constitute a path or course extending in a serpentine manner across the playing field and moving through each parallel band of spaces before moving to the next parallel band, and wherein the position of players on the playing field is represented by their position on the spaces.
 6. The game for simulating the play of American football with poker hands of claim 1, wherein the game includes a deck of 52 playing cards, including jokers, and wherein each team will: (a) hold a poker hand of five cards; (b) have an additional three cards, face down, in the that team's goal area; (c) offense will use two playing pieces to represent offense's quarterback and receiver, and offense's passing attack when said two playing pieces are separated; and (d) defense will use six playing pieces on the defense side of the game playing board, and on defense's side of a first down marker to defend defense's goal.
 7. The game for simulating the play of American football with poker hands of claim 1, wherein the game playing board is generally rectangular and has four edges, and extending along its four edges are receiving areas to receive disposed cards and captured placing pieces, with the receiving areas being designated to match the each team.
 8. The game for simulating the play of American football with poker hands of claim 1, wherein the game playing board, the plurality of playing pieces, and the first down marker are all physical items.
 9. The game for simulating the play of American football with poker hands of claim 1, wherein the game playing board, the plurality of playing pieces, and the first down marker are all represented in an electronic medium, such as on a display of an electronic device.
 10. The game for simulating the play of American football with poker hands of claim 1, wherein the game includes rules of play, wherein there are two teams representing offense and defense, with each team placing playing pieces on the playing field, and then drawing playing cards which determine how the playing pieces are moved, wherein the first team to capture all of the playing pieces of the other team wins the game.
 11. The game for simulating the play of American football with poker hands of claim 1, wherein the rules of the game include one or more of the following attributes: (a) offense will flip the first card in his/her goal area, and if offense's card is of a higher value than defense's card, offense will move his/her playing pieces forward in the squares in the playing field by the value of the difference between the cards of offense and defense; (b) offense may instead choose to forward pass by moving his/her top playing piece vertically or diagonally towards defender's playing piece offense may be challenging, or by passing to an undefended space on the 50 yard line or in the end zone, three spaces vertically or diagonally with a three of a kind playing cards or better; (c) after the playing cards are used by each team after a pass, kick, or bet, such playing cards being replaced in each team by cards from the deck of playing cards; (d) each team will have a joker card which represents a kicker on each respective side of the playing field board and each team can thus present such joker card to represent a kick attempt; (e) each team will hold a hand of five playing cards plus three cards placed face down in the goal area, with one of the three cards being flipped up one at a time to represent a first, a second, and third down, and with an opportunity to kick or punt on a 4th down; (f) the defense hand will be available to defend against a forward pass by offense, with defense's Ace card or wild card being usable to blitz the offense by throwing the Ace card or wild card down to add an element of pressure to the rush, and the Ace card being available to drive back offense 10 spaces if defense wins the flip; (g) offense will have an option to flip the joker card back over if offense decides to bet or rush on 4th down; (h) offense, on 4th down or any time offense has passed the 50 yard zone, may attempt a field goal by signaling such an attempt by placing offense's joker on the playing board, and offense will make a 3-of-a kind or better with one of the defender's cards in offense's goal, and if defense cannot make a better hand, offense wins a three point field goal, if not, defense takes over possession at the spot of the kick; (i) a first team can win an extra one point after a six point touchdown by taking a new playing card from the deck of playing cards and placing the new card on top of one of the three cards in the second team's goal area, with the first team either placing the new card face up on a card that is face down, or without looking at the new card, can place it face down on top of a playing card that is face up, and if the first team has a higher ranked card than the one being challenged, the first team wins the extra point; (j) after a touchdown and winning six points, a two point try can be attempted by a three card hand of poker, wherein the team making a touchdown will indicate he/she is going to attempt a two point try by putting a playing piece in an empty space in the other team's end-zone, and three new playing cards will be dealt to each team face up, and if offense wins, offense collects 2 points, and defense can bet and risk his two points on the two point try by placing defense's own 2 points on offense's playing piece, and if defense is successful, offense wins the playing piece and the points it represents; and (k) any Aces or Jacks (if wild) can be used to “show blitz” before offense moves, wherein defense can throw down an Ace card or a Jack card and if offense chooses to pass, the thrown playing card can still be used in the defender's hand to try to win the hand, and block the pass, and if defense blitzes with an Ace or a Jack and offense chooses to rush by flipping the card in offense's goal, and losing such flip, then offense then loses an additional 10 spaces, wherein the Ace card or Jack card will then be discarded and defense will take new card.
 12. A game for simulating the play of American football with poker hands, comprising: a game playing board that is divided into two sides, each side having a plurality of parallel bands with each band itself having a plurality of demarcated spaces, and a single, undivided intermediate band located between the two sides, with the spaces on the game playing board representing yard positions on a playing field, and with two end zones located at opposite ends of the playing field, with each end zone being represented by a band having a plurality of demarcated spaces, and a goal area adjacent to each end zone, a plurality of playing pieces to represent players and points on the playing field; a first down marker; and a deck of 52 playing cards, including jokers; wherein in rules of play of the game, there are two teams representing offense and defense, with each team placing playing pieces on the playing field, and then drawing playing cards which determine how the playing pieces are moved, wherein the first team to capture all of the playing pieces of the other team wins the game.
 13. The game for simulating the play of American football with poker hands of claim 12, wherein the game playing board further comprises representations of goal posts at each goal area in the two end zones.
 14. The game for simulating the play of American football with poker hands of claim 12, wherein each side of the playing board has four bands each of 10 spaces each, with the single, undivided intermediate band located between the two sides representing a 50 yard zone in American football, and with each of the two bands representing the end zones having 10 spaces each, and further comprising goal areas next to each end zone.
 15. The game for simulating the play of American football with poker hands of claim 14, wherein the intermediate band represents yards 41 to 50 from both an offense and defense side of the playing field.
 16. The game for simulating the play of American football with poker hands of claim 12, wherein the spaces are laid out to constitute a path or course extending in a serpentine manner across the playing field and moving through each parallel band of spaces before moving to the next parallel band, and wherein the position of players on the playing field is represented by their position on the spaces.
 17. The game for simulating the play of American football with poker hands of claim 1, wherein the game includes rules of play, wherein there are two teams representing offense and defense, with each team placing playing pieces on the playing field, and then drawing playing cards which determine how the playing pieces are moved, wherein the first team to capture all of the playing pieces of the other team wins the game. 